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Question by Jarediavionic · Mar 03, 2017 at 06:22 PM · ienumerator

IEnumerator Coroutine and update issues

Hey guys I have been working on this procedure for over a day and I am about at the end of my sanity....

Basically I have 2 boxes, 1 is a wall and 1 is a cube. I am trying to create a tooltip that last for a few seconds and then disappears until the move leaves the object and points to it again. So far i have got the tool tip to disappear like i wanted however after numerous seconds the Coroutine starts fight with update and starts popping in and out. I read that your not supposed to start Coroutine within Update but start however i have tried both void start and IEnumerator start with zero success of the Coroutine starting (the text never fades).

I am quite new to unity and been checking out the tutorials and examples from here and various sites but at this point i am afraid i may have got myself confused or mixed up along the way and am just lost at this point. any advice or tips would be a godsend.

Here is the script I have been working with:

 public GameObject textcanvas;
 private int box;

 // Use this for initialization
 void Start()

{ textcanvas.SetActive(false); box = LayerMask.NameToLayer("box");

}

 // Update is called once per frame
 void Update()
 {
     RaycastHit hit;

     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

     if (Physics.Raycast(ray, out hit))
     {
         if (hit.transform.gameObject.layer == box)
         {
             StartCoroutine(fade());


             textcanvas.SetActive(true);
             print("box hit");

         }
     }
 }
 private IEnumerator fade()
 {
     RaycastHit hit;

     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

     if (Physics.Raycast(ray, out hit))
     {

         if (hit.transform.gameObject.layer == box)
         {
             yield return new WaitForSeconds(3);
             {
                 textcanvas.SetActive(false);
                 
             }                               
         }                     
     }
 }

}

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Answer by vintar · Mar 03, 2017 at 08:44 PM

You need to get a reference to your IEnumerator and see if it is running before calling it again like so : (not the full code, just a guide)

 IEnumerator _fade;
 
 if (hit.transform.gameObject.layer == box)
 {
          CheckFade();
          print("box hit");
  }
 
 void CheckFade()
 {
     if(_fade == null)
     {
          _fade = fade;
         textcanvas.SetActive(true);
         StartCoroutine(_fade);
     }
 }
 
 if (hit.transform.gameObject.layer == box)
 {
      yield return new WaitForSeconds(3);
       {
           textcanvas.SetActive(false);
          _fade = null;           
       }                               
   }      



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avatar image Bunny83 · Mar 07, 2017 at 11:39 AM 0
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You have to execute your generator method "fade" in order to get an IEnumerator object:

  _fade = fade();  // line 13

Also i would always recommend to use a Coroutine variable ins$$anonymous$$d of an IEnumerator. It's easier to use. Btw: In this case you don't need to store the coroutine as a simple bool variable would work as well.

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Answer by ExtinctSpecie · Mar 07, 2017 at 11:33 AM

instead of calling a co-routine for your delays you can try making fade a simple method

float timer = 3f;

timer -= Time.deltaTime();

if(timer

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